Essentials

Magnezone

Magnezone

Electric Steel

Abilities

Magnet Pull

Prevents Steel opponents from fleeing or switching out.

Sturdy

Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.

Hidden Ability

Analytic

Strengthens moves to 1.3× their power when moving last.

Damage Taken

  • Bug ½
  • Dark 1
  • Dragon ½
  • Electric ½
  • Fairy ½
  • Fighting 2
  • Fire 2
  • Flying ¼
  • Ghost 1
  • Grass ½
  • Ground 4
  • Ice ½
  • Normal ½
  • Poison 0
  • Psychic ½
  • Rock ½
  • Steel ¼
  • Water 1

Pokédex Numbers

Introduced in
Generation 4
National
462
Extended Sinnoh
180 Platinum
Updated Unova
50 Black 2, White 2
Mountain Kalos
71 X, Y

Names

Korean
자포코일
Italian
Magnezone
German
Magnezone
French
Magnézone
Spanish
Magnezone
Chinese
自爆磁怪
Japanese
ジバコイル (jibakoiru)
Official roomaji
Jibacoil

Breeding

Gender
genderless Search:
Egg groups
  • Mineral
Hatch counter
20 Search:
Steps to hatch
5355 / 2805

Compatibility

Training

Base EXP
241 Search:
Effort points
  • 3 Special Attack
Capture rate
30 Search:
Base happiness
70 Search:
Growth rate
medium Search:

Wild held items

Generation 4 5% Metal Coat Metal Coat
Generation 5 5% Metal Coat Metal Coat
Generation 6 5% Metal Coat Metal Coat

Evolution

Baby Basic Stage 1 Stage 2
Magnemite Magneton Level up, starting at level 30 Magnezone Level up, around Route 13 (Kalos) Level up, around Chargestone Cave (Unova) Level up, around Mt. Coronet (Sinnoh)

Stats

Pctile Min IVs Max IVs
HP
70
57.3 313 344
Attack
70
44.7 208 239
Defense
115
90.9 298 329
Special Attack
130
95.4 328 359
Special Defense
90
78.1 248 279
Speed
60
43.3 188 219
Total
535
85.2

HeartGold, SoulSilver Pokéathlon Performance

★ Minimum; ✯ Base; ☆ Maximum

Speed
★✯
Power
★✯✯
Skill
★★✯✯☆
Stamina
★✯✯☆
Jump
★★★★☆
Total
9/16/19

Flavor

Flavor Text

Generation 5
Black, White

A group tried to use scientific means to make Magnezone evolve, but their efforts ended in failure.

Black 2, White 2

Sometimes the magnetism emitted by Magnezone is too strong, making them attract each other so they cannot move.

Generation 6
X

Sometimes the magnetism emitted by Magnezone is too strong, making them attract each other so they cannot move.

Y

It evolved from exposure to a special magnetic field. Three units generate magnetism.

Sprites

Magnezone Magnezone Magnezone Magnezone

Miscellany

Species
Magnet Area Search:
Color
Gray Search:
Cry
Footprint
Magnezone
Shape
Brachial Search:

Height

Trainer dude

Magnezone
12

3'11.2"
1.2 m

Weight

Trainer dudette

Magnezone
1800

396.8 lb
180.0 kg

Locations

Black 2 Black 2
White 2 White 2

Pal Park

Area
Mountain
Score
80
Rate
10

Moves

Electric and Steel moves get STAB, and have their type highlighted in green.

Special moves better suit Magnezone's higher Special Attack, and have their class highlighted in green.

Generation 4 Black, White Black 2, White 2 Generation 6 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Zap Cannon Electric special 5 120 50%

Has a 100% chance to paralyze the target.

Magnetic Flux Electric status 20

Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage.

Mirror Coat Psychic special 20 * 100% -5

Inflicts twice the damage the user received from the last special hit it took.

Barrier Psychic status 20

Raises the user's Defense by two stages.

Metal Sound Steel status 40 85%

Lowers the target's Special Defense by two stages.

Tackle Normal physical 35 50 100%

Inflicts regular damage with no additional effect.

Supersonic Normal status 20 55%

Confuses the target.

Thunder Shock Electric special 30 40 100%

Has a 10% chance to paralyze the target.

Sonic Boom Normal special 20 * 90%

Inflicts 20 points of damage.

4 4 Supersonic Normal status 20 55%

Confuses the target.

6 6 7 7 Thunder Shock Electric special 30 40 100%

Has a 10% chance to paralyze the target.

11 Electric Terrain Electric status 10

For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.

11 11 Supersonic Normal status 20 55%

Confuses the target.

14 14 11 Sonic Boom Normal special 20 * 90%

Inflicts 20 points of damage.

17 17 15 15 Thunder Wave Electric status 20 100%

Paralyzes the target.

18 18 Magnet Bomb Steel physical 20 60

Never misses.

22 22 21 21 Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

27 Electro Ball Electric special 10 * 100%

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

27 30 Lock-On Normal status 5

Ensures that the user's next move will hit the target.

30 34 Magnet Bomb Steel physical 20 60

Never misses.

34 40 Screech Normal status 40 85%

Lowers the target's Defense by two stages.

40 46 Discharge Electric special 15 80 100%

Has a 30% chance to paralyze the target.

46 50 25 25 Mirror Shot Steel special 10 65 85%

Has a 30% chance to lower the target's accuracy by one stage.

50 54 Magnet Rise Electric status 10

User is immune to Ground moves and effects for five turns.

54 60 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

29 29 Metal Sound Steel status 40 85%

Lowers the target's Special Defense by two stages.

34 34 Electro Ball Electric special 10 * 100%

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

39 39 Flash Cannon Steel special 10 80 100%

Has a 10% chance to lower the target's Special Defense by one stage.

45 45 Screech Normal status 40 85%

Lowers the target's Defense by two stages.

51 51 Discharge Electric special 15 80 100%

Has a 30% chance to paralyze the target.

56 56 Lock-On Normal status 5

Ensures that the user's next move will hit the target.

62 62 Magnet Rise Electric status 10

User is immune to Ground moves and effects for five turns.

67 67 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

60 66 73 73 Zap Cannon Electric special 5 120 50%

Has a 100% chance to paralyze the target.

Level up, learned by Magneton but not Magnezone
Tri Attack Normal special 10 80 100%

Has a 20% chance to burn, freeze, or paralyze the target.

Generation 4 Black, White Black 2, White 2 Generation 6 Move Type Class PP Power Acc Pri Effect
Tutor: Can be taught at any time by an NPC.
Platinum HeartGold, SoulSilver Black 2, White 2 Electroweb Electric special 15 55 95%

Lowers the target's Speed by one stage.

Platinum HeartGold, SoulSilver Black 2, White 2 Gravity Psychic status 5

Disables moves and immunities that involve flying or levitating for five turns.

Platinum HeartGold, SoulSilver Black 2, White 2 Iron Defense Steel status 15

Raises the user's Defense by two stages.

Platinum HeartGold, SoulSilver Black 2, White 2 Iron Head Steel physical 15 80 100%

Has a 30% chance to make the target flinch.

Platinum HeartGold, SoulSilver Black 2, White 2 Magic Coat Psychic status 15 4

Reflects back the first effect move used on the user this turn.

Platinum HeartGold, SoulSilver Black 2, White 2 Magnet Rise Electric status 10

User is immune to Ground moves and effects for five turns.

Platinum HeartGold, SoulSilver Black 2, White 2 Recycle Normal status 10

User recovers the item it last used up.

Platinum HeartGold, SoulSilver Black 2, White 2 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

Platinum HeartGold, SoulSilver Black 2, White 2 Signal Beam Bug special 15 75 100%

Has a 10% chance to confuse the target.

Platinum HeartGold, SoulSilver Black 2, White 2 Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

Platinum HeartGold, SoulSilver Black 2, White 2 Snore Normal special 15 50 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Platinum HeartGold, SoulSilver Black 2, White 2 Swift Normal special 20 60

Never misses.

Generation 4 Black, White Black 2, White 2 Generation 6 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
06 06 06 06 Toxic Poison status 10 90%

Badly poisons the target, inflicting more damage every turn.

10 10 10 10 Hidden Power Normal special 15 60 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

11 11 11 11 Sunny Day Fire status 5

Changes the weather to sunny for five turns.

15 15 15 15 Hyper Beam Normal special 5 150 90%

User foregoes its next turn to recharge.

16 16 16 16 Light Screen Psychic status 30

Reduces damage from special attacks by 50% for five turns.

17 17 17 17 Protect Normal status 10 4

Prevents any moves from hitting the user this turn.

18 18 18 18 Rain Dance Water status 5

Changes the weather to rain for five turns.

21 21 21 21 Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

24 24 24 24 Thunderbolt Electric special 15 90 100%

Has a 10% chance to paralyze the target.

25 25 25 25 Thunder Electric special 10 110 70%

Has a 30% chance to paralyze the target.

27 27 27 27 Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

32 32 32 32 Double Team Normal status 15

Raises the user's evasion by one stage.

33 33 33 33 Reflect Psychic status 20

Reduces damage from physical attacks by half.

34 Shock Wave Electric special 20 60

Never misses.

42 42 42 42 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

43 Secret Power Normal physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

44 44 44 44 Rest Psychic status 10

User sleeps for two turns, completely healing itself.

48 48 48 Round Normal special 15 60 100%

Has double power if it's used more than once per turn.

57 57 57 57 Charge Beam Electric special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one stage.

58 Endure Normal status 10 4

Prevents the user's HP from lowering below 1 this turn.

64 64 64 64 Explosion Normal physical 5 250 100%

User faints.

67 Recycle Normal status 10

User recovers the item it last used up.

68 68 68 68 Giga Impact Normal physical 5 150 90%

User foregoes its next turn to recharge.

70 70 70 70 Flash Normal status 20 100%

Lowers the target's accuracy by one stage.

72 72 72 Volt Switch Electric special 20 70 100%

User must switch out after attacking.

73 73 73 73 Thunder Wave Electric status 20 100%

Paralyzes the target.

74 74 74 74 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

77 77 77 77 Psych Up Normal status 10

Discards the user's stat changes and copies the target's.

82 Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

83 Natural Gift Normal physical 15 * 100%

Power and type depend on the held berry.

87 87 87 87 Swagger Normal status 15 90%

Raises the target's Attack by two stages and confuses the target.

88 Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

90 90 90 90 Substitute Normal status 10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

91 91 91 91 Flash Cannon Steel special 10 80 100%

Has a 10% chance to lower the target's Special Defense by one stage.

93 93 93 Wild Charge Electric physical 15 90 100%

User receives 1/4 the damage it inflicts in recoil.

100 Confide Normal status 20

Lowers the target's Special Attack by one stage.

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